S/LSPY OR LIEA GAME BY NATE LORENZEN
FIELD TEST / 05
YOU ARE BLUE

Game board

ROUND 01YOUR MOVE
YouBLUE AGENCY
0points
TERRITORY CAPTURED
OperativeRED AGENCY
0points
CLASSIFIED
SECTOR 05
Your first move.
Choose a card below, then click the center.
Choose an agent and place it in the center.
YOUR HAND20 cards remaining

FIELD MANUAL

Spy or Lie

Win by owning the most captured positions, shown as flag tokens. Uncaptured agents do not score.

Place and surround

Each card has three alternating marked edges. Either player can place on any open marked edge belonging to either color, including point cards. All legal spaces are highlighted. Your card automatically rotates to fit; R sets your preferred rotation where both fit. Hover or focus your own cards to inspect their faces; tap on touchscreens. Publicly revealed cards stay visible. Every touching pair must be marked-to-marked or unmarked-to-unmarked. A marked-to-unmarked contact is illegal. Friendly groups merge before capture is checked and share all free edges. One free edge protects a group from ordinary surrounding captures. Cyber Attack and a correct announced Mole Catcher are direct-target exceptions. The board boundary closes edges.

Your agents

Spy · 11
Captures ordinary agents and point cards through surrounding.
Mole · 4
When captured, reverses its immediate captor and stops that branch. Earlier captures stay. The Mole then becomes an ordinary point card.
Mole Catcher · 3
Unannounced, acts as a Spy. Announce before placement, then select a connected enemy card to accuse. A correct accusation flips the Mole immediately, even when its group has free edges. A correct accusation captures its Mole and protects the Catcher for the opponent’s next turn. A wrong accusation reveals the target and gives your Catcher’s position to your opponent. An announced Catcher also defeats Moles it directly captures that turn.
Cyber Attack · 2
After both players have taken five turns, place face-up on a legal edge connected to an enemy card. Choose one enemy target when several connect. That card immediately becomes your point card, including a Mole, even if its group has free edges. The target retains its edge orientation. Catcher immunity still applies. Check for ordinary surrounded-group captures afterward. The Cyber Attack remains on the board.

Capture chains

Start at the closing card and spread through the trapped group in simultaneous waves. Captured positions act as Spies. A Mole’s reversal takes priority if its captor is also targeted during that wave. A position can be captured once in a turn, with an immediate Mole reversal allowed afterward. Reversals never start another chain.

For ties, the first attacker in axial-coordinate order resolves the target. Before each new group capture, check the merged group again. A group with any free edge remains safe. These fixed tie rules keep the outcome reproducible.

Self-surrounding and Ko

You may close your own final free edge. First merge friendly groups and resolve enemy captures, then check your resulting group. A move cannot immediately restore the board position before the opponent’s last turn. Play a different legal move first. Spent powers and active immunity are part of the position.

Finishing the game

Losing all territory does not eliminate you. Re-enter through any legal connection. Pass only when no action is available. Two consecutive passes, or both players exhausting their cards, ends the game. Equal point totals are a draw.

Fair opponents

The computer receives only visible information and its own hand. Operative samples possible hidden cards. Spymaster also examines possible replies. Difficulty can change between turns.

NEW OPERATION

Start a fresh game?

This clears the current board and restores both hands.

OPERATION COMPLETE

Operation complete.